Worker Farming
I ran some tests and came to the conclusion that, unless we raised a stack of strong soldiers early, the power rate of the team crush ours. Even in the case one steals at once one worker to both individuals of a team and kill some scouts, they won't give in.
Therefore, worker stealing with abuse of CF must be forbidden. Attacking a team of three members (as
bcool suggested) is also too overwhelming.
What's remaining is worker farming with a woodsman II soldier, preferably a warrior like Toto who has already acquired 2 XP's. Those XP's are enabled the next turn (yeah, I will stop behaving like a child and find my answers myself


) and I am torn between two choices : if we promote right away Toto to woodsman I for better defensive odds against possible lions, panthers and lethal bears or we keep that promotions for a faster healing after a defensive win.
Usually, I would suggest to attack a scout on the field (unforested or not hilly tile and no river crossing) right away with a non-agressive warrior for 2 XP's on the spot at very secure odds (slightly over 99%), but dying because of panther sneak attack without appropriate defense is non-negligible. Furthermore, even without team play, we needs war technologies and building a couple of warriors to raise our power rating and then frighten the AI to readily accept at least a CF (A refusal of a peace treaty does not mean the same for a CF). Being in team play, killing scouts is forbidden unless already in war, which will occur for a long period if we decide to steal a worker.
Putting that useless stuff aside, the moment Toto reach the werewolf status (woodsman II promo), we can expect multiple worker stealing even in continual war state.
If the corresponding tech for improvement is acquired, the AI will readily start to improve food first. Even at the beginning of the game, the AI works higher food base unimproved tiles by default (corrections come later on turn 2 as for expansive leaders).
So, if
Neil was enough generous to put food resources in the second culture ring, we are mostly safe to steal repetitively under war state. Of course, do not fortify next to the food tile afterwards, the worker will never come under war. The best of to fortify on a hill (forested is even better) and take a forested route to steal once again the next worker. Be careful of roads, so make a check sometimes. The role of the hill is to have an easy peek of the surroundings, the worker, and being two tiles away from AI capital, we do some fogbusting.
Hills/forest routes are not the only option as one can move back and forth constantly to refresh information of the next worker arrival.
Note this road is innocuous as rivers impede the archer retaliation (before construction).
And there is also the case the worker is working a hilly tile, so taking a peek is easy.
Note that finding a strategic resource means we must focus all the woodsman II moves around that dangerous tile.
Stealing a worker improving a food tiles are in general not the best thing to do, but sometimes the capital's BFC has nothing else and we might fear to lose the opportunity to steal workforce. Stealing the earlier, the stronger the effect. Letting the AI's worker lives too long and she/he will begin to train stuff we don't want to see like archers.
The best is stealing a worker after she/he improve food tiles because this will speed up the next workers and settlers. Hammer-wise tiles must be pillaged if possible.
Two aspects we must fear : Random Personalities and Team Play.
Random personalities is only shuffling CIV4LeaderHeadInfos.xml values (I think) and
the thing a woodsman II warrior fears the most early is a archer retaliation on higher difficulties. This possibility of retaliation comes with AI unit courage. With random personalities, we don't know at all if the target will retaliate or not. So, I think avoiding attacking a worker in the first ring (even if the warrior lands on a forested tile) when there are three archers of more
in the city is safe. I even saw horrendous cases the AI retaliated me with only two frigging archers and I was on the winning side with odds.
The other factor we must fear is the possibility of AI teaming; if their teaming is complementary technologically. A Mansa Musa with and HC is horrendous, bringing both to possess knowledge of Wheel, Agriculture, Mysticism and Mining.
So it is like playing
slightly boosted Immortal difficulty.
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Settler Capture Exploit: Do we agree to such trick?
Worker stealing may be something widely known, but settler capture with woodsman II warrior is an underground knowledge I wouldn't call it extremely useful in this particular game as we want the AI to found cities for us for a faster domination. But there are cases where we do not want the AI found that particular city because we know it will hurt us more than help us. For example, settling really near a known strat. resource or even on hill with naturally strong defenders (looking at you MM and SB).
Usually, there are easier means to avoid the AI to found such city by simply occupying the tile by whatever unit in war state. Escorts seem to have simply a defensive value even though it can wipe out without striking a blow the annoying defender. Usually, the AI goes for blue circle locations, so if someone is a pro about it, let us know. If the blue location is occupied, the Settler and its escorts will search another location until the occupied tile is free. To annoy further the AI, you even can move to and fro between an adjacent tile and the blue circle tile to freeze the AI into a sisyphean stroll.
Anyways, the settler capture abuse comes along BTS exclusively and the behaviour itself is simply the settler quitting its escorts by itself and then becomes defenseless.
Of course, the settler is usually faster than a woodsman II warrior, but a good forest pattern may help us to stunt the settler flee and the woodsman II may then catch up. Where the settler is fleeing at? The closest city to protect himself. His behavior is similar to a worker.
Here is an example of what is the settler capture.
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I know some of the stuff I just discussed are already known (or obvious for some)
for many but checking everyone has the same knowledge equalizes people in our team. Plus SGOTM is like civ schooling.
